Support for Blessed Soulshots.

This commit is contained in:
MobiusDev
2017-06-29 19:14:30 +00:00
parent 57b647f5fd
commit 9d3c1fd5cc
45 changed files with 639 additions and 39 deletions

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@@ -181,6 +181,7 @@ import handlers.communityboard.RegionBoard;
import handlers.itemhandlers.Appearance; import handlers.itemhandlers.Appearance;
import handlers.itemhandlers.BeastSoulShot; import handlers.itemhandlers.BeastSoulShot;
import handlers.itemhandlers.BeastSpiritShot; import handlers.itemhandlers.BeastSpiritShot;
import handlers.itemhandlers.BlessedSoulShots;
import handlers.itemhandlers.BlessedSpiritShot; import handlers.itemhandlers.BlessedSpiritShot;
import handlers.itemhandlers.Book; import handlers.itemhandlers.Book;
import handlers.itemhandlers.Bypass; import handlers.itemhandlers.Bypass;
@@ -497,6 +498,7 @@ public class MasterHandler
Appearance.class, Appearance.class,
BeastSoulShot.class, BeastSoulShot.class,
BeastSpiritShot.class, BeastSpiritShot.class,
BlessedSoulShots.class,
BlessedSpiritShot.class, BlessedSpiritShot.class,
Book.class, Book.class,
Bypass.class, Bypass.class,

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@@ -78,7 +78,7 @@ public final class Backstab extends AbstractEffect
((L2Attackable) effected).overhitEnabled(true); ((L2Attackable) effected).overhitEnabled(true);
} }
final boolean ss = skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS); final boolean ss = skill.useSoulShot() && (effector.isChargedShot(ShotType.SOULSHOTS) || effector.isChargedShot(ShotType.BLESSED_SOULSHOTS));
final byte shld = Formulas.calcShldUse(effector, effected); final byte shld = Formulas.calcShldUse(effector, effected);
double damage = Formulas.calcBlowDamage(effector, effected, skill, true, _power, shld, ss); double damage = Formulas.calcBlowDamage(effector, effected, skill, true, _power, shld, ss);

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@@ -139,7 +139,18 @@ public final class EnergyAttack extends AbstractEffect
// Skill specific mods. // Skill specific mods.
final double energyChargesBoost = 1 + (charge * 0.1); // 10% bonus damage for each charge used. final double energyChargesBoost = 1 + (charge * 0.1); // 10% bonus damage for each charge used.
final double critMod = critical ? Formulas.calcCritDamage(attacker, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(attacker, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && attacker.isChargedShot(ShotType.SOULSHOTS)) ? (2 * attacker.getStat().getValue(Stats.SHOTS_BONUS)) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (attacker.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * attacker.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (attacker.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * attacker.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................________Initial Damage_________...__Charges Additional Damage__...____________________________________ // ...................________Initial Damage_________...__Charges Additional Damage__...____________________________________
// ATTACK CALCULATION ((77 * ((pAtk * lvlMod) + power) * (1 + (0.1 * chargesConsumed)) / pdef) * skillPower) + skillPowerAdd // ATTACK CALCULATION ((77 * ((pAtk * lvlMod) + power) * (1 + (0.1 * chargesConsumed)) / pdef) * skillPower) + skillPowerAdd

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@@ -108,7 +108,7 @@ public final class FatalBlow extends AbstractEffect
power += _abnormalPower; power += _abnormalPower;
} }
final boolean ss = skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS); final boolean ss = skill.useSoulShot() && (effector.isChargedShot(ShotType.SOULSHOTS) || effector.isChargedShot(ShotType.BLESSED_SOULSHOTS));
final byte shld = Formulas.calcShldUse(effector, effected); final byte shld = Formulas.calcShldUse(effector, effected);
double damage = Formulas.calcBlowDamage(effector, effected, skill, false, power, shld, ss); double damage = Formulas.calcBlowDamage(effector, effected, skill, false, power, shld, ss);
final boolean crit = Formulas.calcCrit(_criticalChance, effector, effected, skill); final boolean crit = Formulas.calcCrit(_criticalChance, effector, effected, skill);

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@@ -151,7 +151,18 @@ public final class PhysicalAttack extends AbstractEffect
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double abnormalMod = _abnormals.stream().anyMatch(effected::hasAbnormalType) ? _abnormalPowerMod : 1; final double abnormalMod = _abnormals.stream().anyMatch(effected::hasAbnormalType) ? _abnormalPowerMod : 1;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef // ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef

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@@ -113,7 +113,18 @@ public final class PhysicalAttackHpLink extends AbstractEffect
final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113); final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef // ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef

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@@ -123,7 +123,18 @@ public final class PhysicalAttackSaveHp extends AbstractEffect
final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113); final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef // ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef

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@@ -144,7 +144,18 @@ public final class PhysicalAttackWeaponBonus extends AbstractEffect
final double weaponBonus = _weaponBonus.getOrDefault(effector.getAttackType(), 1.0); final double weaponBonus = _weaponBonus.getOrDefault(effector.getAttackType(), 1.0);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef // ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef

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@@ -137,7 +137,18 @@ public final class PhysicalSoulAttack extends AbstractEffect
final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113); final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? (2 * effector.getStat().getValue(Stats.SHOTS_BONUS)) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
final double soulsMod = 1 + (souls * 0.04); // Souls Formula (each soul increase +4%) final double soulsMod = 1 + (souls * 0.04); // Souls Formula (each soul increase +4%)
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________

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@@ -82,7 +82,7 @@ public final class SoulBlow extends AbstractEffect
((L2Attackable) effected).overhitEnabled(true); ((L2Attackable) effected).overhitEnabled(true);
} }
final boolean ss = skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS); final boolean ss = skill.useSoulShot() && (effector.isChargedShot(ShotType.SOULSHOTS) || effector.isChargedShot(ShotType.BLESSED_SOULSHOTS));
final byte shld = Formulas.calcShldUse(effector, effected); final byte shld = Formulas.calcShldUse(effector, effected);
double damage = Formulas.calcBlowDamage(effector, effected, skill, false, _power, shld, ss); double damage = Formulas.calcBlowDamage(effector, effected, skill, false, _power, shld, ss);
if ((skill.getMaxSoulConsumeCount() > 0) && effector.isPlayer()) if ((skill.getMaxSoulConsumeCount() > 0) && effector.isPlayer())

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@@ -0,0 +1,131 @@
/*
* This file is part of the L2J Mobius project.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package handlers.itemhandlers;
import java.util.List;
import com.l2jmobius.commons.util.Rnd;
import com.l2jmobius.gameserver.enums.ItemSkillType;
import com.l2jmobius.gameserver.enums.ShotType;
import com.l2jmobius.gameserver.handler.IItemHandler;
import com.l2jmobius.gameserver.model.actor.L2Playable;
import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
import com.l2jmobius.gameserver.model.holders.ItemSkillHolder;
import com.l2jmobius.gameserver.model.items.L2Weapon;
import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
import com.l2jmobius.gameserver.model.items.type.ActionType;
import com.l2jmobius.gameserver.network.SystemMessageId;
import com.l2jmobius.gameserver.network.serverpackets.MagicSkillUse;
import com.l2jmobius.gameserver.util.Broadcast;
/**
* @author Mobius
*/
public class BlessedSoulShots implements IItemHandler
{
@Override
public boolean useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
{
if (!playable.isPlayer())
{
playable.sendPacket(SystemMessageId.YOUR_PET_CANNOT_CARRY_THIS_ITEM);
return false;
}
final L2PcInstance activeChar = playable.getActingPlayer();
final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
final L2Weapon weaponItem = activeChar.getActiveWeaponItem();
final List<ItemSkillHolder> skills = item.getItem().getSkills(ItemSkillType.NORMAL);
if (skills == null)
{
_log.warning(getClass().getSimpleName() + ": is missing skills!");
return false;
}
final int itemId = item.getId();
// Check if Soul shot can be used
if ((weaponInst == null) || (weaponItem.getSoulShotCount() == 0))
{
if (!activeChar.getAutoSoulShot().contains(itemId))
{
activeChar.sendPacket(SystemMessageId.CANNOT_USE_SOULSHOTS);
}
return false;
}
final boolean gradeCheck = item.isEtcItem() && (item.getEtcItem().getDefaultAction() == ActionType.SOULSHOT) && (weaponInst.getItem().getCrystalTypePlus() == item.getItem().getCrystalTypePlus());
if (!gradeCheck)
{
if (!activeChar.getAutoSoulShot().contains(itemId))
{
activeChar.sendPacket(SystemMessageId.THE_SOULSHOT_YOU_ARE_ATTEMPTING_TO_USE_DOES_NOT_MATCH_THE_GRADE_OF_YOUR_EQUIPPED_WEAPON);
}
return false;
}
activeChar.soulShotLock.lock();
try
{
// Check if Soul shot is already active
if (activeChar.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
return false;
}
// Consume Soul shots if player has enough of them
int SSCount = weaponItem.getSoulShotCount();
if ((weaponItem.getReducedSoulShot() > 0) && (Rnd.get(100) < weaponItem.getReducedSoulShotChance()))
{
SSCount = weaponItem.getReducedSoulShot();
}
if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, null, false))
{
if (!activeChar.disableAutoShot(itemId))
{
activeChar.sendPacket(SystemMessageId.YOU_DO_NOT_HAVE_ENOUGH_SOULSHOTS_FOR_THAT);
}
return false;
}
// Charge soul shot
weaponInst.setChargedShot(ShotType.BLESSED_SOULSHOTS, true);
}
finally
{
activeChar.soulShotLock.unlock();
}
// Send message to client
if (!activeChar.getAutoSoulShot().contains(item.getId()))
{
activeChar.sendPacket(SystemMessageId.YOUR_SOULSHOTS_ARE_ENABLED);
}
// Visual effect change if player has equipped Ruby lvl 3 or higher
if (activeChar.getActiveRubyJewel() != null)
{
Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, activeChar.getActiveRubyJewel().getEffectId(), 1, 0, 0), 600);
}
else
{
skills.forEach(holder -> Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, holder.getSkillId(), holder.getSkillLevel(), 0, 0), 600));
}
return true;
}
}

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@@ -23,6 +23,7 @@ public enum ShotType
{ {
SOULSHOTS, SOULSHOTS,
SPIRITSHOTS, SPIRITSHOTS,
BLESSED_SOULSHOTS,
BLESSED_SPIRITSHOTS, BLESSED_SPIRITSHOTS,
FISH_SOULSHOTS; FISH_SOULSHOTS;

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@@ -1134,7 +1134,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
setCurrentCp(getCurrentCp() - 10); setCurrentCp(getCurrentCp() - 10);
} }
final boolean wasSSCharged = isChargedShot(ShotType.SOULSHOTS); // Verify if soulshots are charged. final boolean wasSSCharged = isChargedShot(ShotType.SOULSHOTS) || isChargedShot(ShotType.BLESSED_SOULSHOTS); // Verify if soulshots are charged.
final int timeAtk = Formulas.calculateTimeBetweenAttacks(this, weaponType); // Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack) final int timeAtk = Formulas.calculateTimeBetweenAttacks(this, weaponType); // Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)
final int timeToHit = timeAtk / 2; // the hit is calculated to happen halfway to the animation - might need further tuning e.g. in bow case final int timeToHit = timeAtk / 2; // the hit is calculated to happen halfway to the animation - might need further tuning e.g. in bow case
final int ssGrade = (weaponItem != null) ? weaponItem.getItemGrade().ordinal() : 0; final int ssGrade = (weaponItem != null) ? weaponItem.getItemGrade().ordinal() : 0;
@@ -4013,7 +4013,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
else else
{ {
// If we didn't miss the hit, discharge the shoulshots, if any // If we didn't miss the hit, discharge the shoulshots, if any
setChargedShot(ShotType.SOULSHOTS, false); setChargedShot(isChargedShot(ShotType.BLESSED_SOULSHOTS) ? ShotType.BLESSED_SOULSHOTS : ShotType.SOULSHOTS, false);
} }
// Check Raidboss attack // Check Raidboss attack

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@@ -1467,7 +1467,7 @@ public final class Skill implements IIdentifiable
} }
else if (useSoulShot()) else if (useSoulShot())
{ {
caster.setChargedShot(ShotType.SOULSHOTS, false); caster.setChargedShot(caster.isChargedShot(ShotType.BLESSED_SOULSHOTS) ? ShotType.BLESSED_SOULSHOTS : ShotType.SOULSHOTS, false);
} }
} }

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@@ -221,7 +221,7 @@ public class SkillChannelizer implements Runnable
} }
else else
{ {
_channelizer.setChargedShot(ShotType.SOULSHOTS, false); _channelizer.setChargedShot(_channelizer.isChargedShot(ShotType.BLESSED_SOULSHOTS) ? ShotType.BLESSED_SOULSHOTS : ShotType.SOULSHOTS, false);
} }
// Shots are re-charged every cast. // Shots are re-charged every cast.

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@@ -179,6 +179,7 @@ import handlers.communityboard.RegionBoard;
import handlers.itemhandlers.Appearance; import handlers.itemhandlers.Appearance;
import handlers.itemhandlers.BeastSoulShot; import handlers.itemhandlers.BeastSoulShot;
import handlers.itemhandlers.BeastSpiritShot; import handlers.itemhandlers.BeastSpiritShot;
import handlers.itemhandlers.BlessedSoulShots;
import handlers.itemhandlers.BlessedSpiritShot; import handlers.itemhandlers.BlessedSpiritShot;
import handlers.itemhandlers.Book; import handlers.itemhandlers.Book;
import handlers.itemhandlers.Bypass; import handlers.itemhandlers.Bypass;
@@ -493,6 +494,7 @@ public class MasterHandler
Appearance.class, Appearance.class,
BeastSoulShot.class, BeastSoulShot.class,
BeastSpiritShot.class, BeastSpiritShot.class,
BlessedSoulShots.class,
BlessedSpiritShot.class, BlessedSpiritShot.class,
Book.class, Book.class,
Bypass.class, Bypass.class,

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@@ -78,7 +78,7 @@ public final class Backstab extends AbstractEffect
((L2Attackable) effected).overhitEnabled(true); ((L2Attackable) effected).overhitEnabled(true);
} }
final boolean ss = skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS); final boolean ss = skill.useSoulShot() && (effector.isChargedShot(ShotType.SOULSHOTS) || effector.isChargedShot(ShotType.BLESSED_SOULSHOTS));
final byte shld = Formulas.calcShldUse(effector, effected); final byte shld = Formulas.calcShldUse(effector, effected);
double damage = Formulas.calcBlowDamage(effector, effected, skill, true, _power, shld, ss); double damage = Formulas.calcBlowDamage(effector, effected, skill, true, _power, shld, ss);

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@@ -139,7 +139,18 @@ public final class EnergyAttack extends AbstractEffect
// Skill specific mods. // Skill specific mods.
final double energyChargesBoost = 1 + (charge * 0.1); // 10% bonus damage for each charge used. final double energyChargesBoost = 1 + (charge * 0.1); // 10% bonus damage for each charge used.
final double critMod = critical ? Formulas.calcCritDamage(attacker, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(attacker, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && attacker.isChargedShot(ShotType.SOULSHOTS)) ? (2 * attacker.getStat().getValue(Stats.SHOTS_BONUS)) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (attacker.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * attacker.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (attacker.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * attacker.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................________Initial Damage_________...__Charges Additional Damage__...____________________________________ // ...................________Initial Damage_________...__Charges Additional Damage__...____________________________________
// ATTACK CALCULATION ((77 * ((pAtk * lvlMod) + power) * (1 + (0.1 * chargesConsumed)) / pdef) * skillPower) + skillPowerAdd // ATTACK CALCULATION ((77 * ((pAtk * lvlMod) + power) * (1 + (0.1 * chargesConsumed)) / pdef) * skillPower) + skillPowerAdd

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@@ -108,7 +108,7 @@ public final class FatalBlow extends AbstractEffect
power += _abnormalPower; power += _abnormalPower;
} }
final boolean ss = skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS); final boolean ss = skill.useSoulShot() && (effector.isChargedShot(ShotType.SOULSHOTS) || effector.isChargedShot(ShotType.BLESSED_SOULSHOTS));
final byte shld = Formulas.calcShldUse(effector, effected); final byte shld = Formulas.calcShldUse(effector, effected);
double damage = Formulas.calcBlowDamage(effector, effected, skill, false, power, shld, ss); double damage = Formulas.calcBlowDamage(effector, effected, skill, false, power, shld, ss);
final boolean crit = Formulas.calcCrit(_criticalChance, effector, effected, skill); final boolean crit = Formulas.calcCrit(_criticalChance, effector, effected, skill);

View File

@@ -151,7 +151,18 @@ public final class PhysicalAttack extends AbstractEffect
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double abnormalMod = _abnormals.stream().anyMatch(effected::hasAbnormalType) ? _abnormalPowerMod : 1; final double abnormalMod = _abnormals.stream().anyMatch(effected::hasAbnormalType) ? _abnormalPowerMod : 1;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef // ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef

View File

@@ -113,7 +113,18 @@ public final class PhysicalAttackHpLink extends AbstractEffect
final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113); final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef // ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef

View File

@@ -123,7 +123,18 @@ public final class PhysicalAttackSaveHp extends AbstractEffect
final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113); final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef // ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef

View File

@@ -144,7 +144,18 @@ public final class PhysicalAttackWeaponBonus extends AbstractEffect
final double weaponBonus = _weaponBonus.getOrDefault(effector.getAttackType(), 1.0); final double weaponBonus = _weaponBonus.getOrDefault(effector.getAttackType(), 1.0);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef // ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef

View File

@@ -137,7 +137,18 @@ public final class PhysicalSoulAttack extends AbstractEffect
final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113); final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? (2 * effector.getStat().getValue(Stats.SHOTS_BONUS)) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
final double soulsMod = 1 + (souls * 0.04); // Souls Formula (each soul increase +4%) final double soulsMod = 1 + (souls * 0.04); // Souls Formula (each soul increase +4%)
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________

View File

@@ -82,7 +82,7 @@ public final class SoulBlow extends AbstractEffect
((L2Attackable) effected).overhitEnabled(true); ((L2Attackable) effected).overhitEnabled(true);
} }
final boolean ss = skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS); final boolean ss = skill.useSoulShot() && (effector.isChargedShot(ShotType.SOULSHOTS) || effector.isChargedShot(ShotType.BLESSED_SOULSHOTS));
final byte shld = Formulas.calcShldUse(effector, effected); final byte shld = Formulas.calcShldUse(effector, effected);
double damage = Formulas.calcBlowDamage(effector, effected, skill, false, _power, shld, ss); double damage = Formulas.calcBlowDamage(effector, effected, skill, false, _power, shld, ss);
if ((skill.getMaxSoulConsumeCount() > 0) && effector.isPlayer()) if ((skill.getMaxSoulConsumeCount() > 0) && effector.isPlayer())

View File

@@ -0,0 +1,131 @@
/*
* This file is part of the L2J Mobius project.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package handlers.itemhandlers;
import java.util.List;
import com.l2jmobius.commons.util.Rnd;
import com.l2jmobius.gameserver.enums.ItemSkillType;
import com.l2jmobius.gameserver.enums.ShotType;
import com.l2jmobius.gameserver.handler.IItemHandler;
import com.l2jmobius.gameserver.model.actor.L2Playable;
import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
import com.l2jmobius.gameserver.model.holders.ItemSkillHolder;
import com.l2jmobius.gameserver.model.items.L2Weapon;
import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
import com.l2jmobius.gameserver.model.items.type.ActionType;
import com.l2jmobius.gameserver.network.SystemMessageId;
import com.l2jmobius.gameserver.network.serverpackets.MagicSkillUse;
import com.l2jmobius.gameserver.util.Broadcast;
/**
* @author Mobius
*/
public class BlessedSoulShots implements IItemHandler
{
@Override
public boolean useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
{
if (!playable.isPlayer())
{
playable.sendPacket(SystemMessageId.YOUR_PET_CANNOT_CARRY_THIS_ITEM);
return false;
}
final L2PcInstance activeChar = playable.getActingPlayer();
final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
final L2Weapon weaponItem = activeChar.getActiveWeaponItem();
final List<ItemSkillHolder> skills = item.getItem().getSkills(ItemSkillType.NORMAL);
if (skills == null)
{
_log.warning(getClass().getSimpleName() + ": is missing skills!");
return false;
}
final int itemId = item.getId();
// Check if Soul shot can be used
if ((weaponInst == null) || (weaponItem.getSoulShotCount() == 0))
{
if (!activeChar.getAutoSoulShot().contains(itemId))
{
activeChar.sendPacket(SystemMessageId.CANNOT_USE_SOULSHOTS);
}
return false;
}
final boolean gradeCheck = item.isEtcItem() && (item.getEtcItem().getDefaultAction() == ActionType.SOULSHOT) && (weaponInst.getItem().getCrystalTypePlus() == item.getItem().getCrystalTypePlus());
if (!gradeCheck)
{
if (!activeChar.getAutoSoulShot().contains(itemId))
{
activeChar.sendPacket(SystemMessageId.THE_SOULSHOT_YOU_ARE_ATTEMPTING_TO_USE_DOES_NOT_MATCH_THE_GRADE_OF_YOUR_EQUIPPED_WEAPON);
}
return false;
}
activeChar.soulShotLock.lock();
try
{
// Check if Soul shot is already active
if (activeChar.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
return false;
}
// Consume Soul shots if player has enough of them
int SSCount = weaponItem.getSoulShotCount();
if ((weaponItem.getReducedSoulShot() > 0) && (Rnd.get(100) < weaponItem.getReducedSoulShotChance()))
{
SSCount = weaponItem.getReducedSoulShot();
}
if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, null, false))
{
if (!activeChar.disableAutoShot(itemId))
{
activeChar.sendPacket(SystemMessageId.YOU_DO_NOT_HAVE_ENOUGH_SOULSHOTS_FOR_THAT);
}
return false;
}
// Charge soul shot
weaponInst.setChargedShot(ShotType.BLESSED_SOULSHOTS, true);
}
finally
{
activeChar.soulShotLock.unlock();
}
// Send message to client
if (!activeChar.getAutoSoulShot().contains(item.getId()))
{
activeChar.sendPacket(SystemMessageId.YOUR_SOULSHOTS_ARE_ENABLED);
}
// Visual effect change if player has equipped Ruby lvl 3 or higher
if (activeChar.getActiveRubyJewel() != null)
{
Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, activeChar.getActiveRubyJewel().getEffectId(), 1, 0, 0), 600);
}
else
{
skills.forEach(holder -> Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, holder.getSkillId(), holder.getSkillLevel(), 0, 0), 600));
}
return true;
}
}

View File

@@ -23,6 +23,7 @@ public enum ShotType
{ {
SOULSHOTS, SOULSHOTS,
SPIRITSHOTS, SPIRITSHOTS,
BLESSED_SOULSHOTS,
BLESSED_SPIRITSHOTS, BLESSED_SPIRITSHOTS,
FISH_SOULSHOTS; FISH_SOULSHOTS;

View File

@@ -1134,7 +1134,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
setCurrentCp(getCurrentCp() - 10); setCurrentCp(getCurrentCp() - 10);
} }
final boolean wasSSCharged = isChargedShot(ShotType.SOULSHOTS); // Verify if soulshots are charged. final boolean wasSSCharged = isChargedShot(ShotType.SOULSHOTS) || isChargedShot(ShotType.BLESSED_SOULSHOTS); // Verify if soulshots are charged.
final int timeAtk = Formulas.calculateTimeBetweenAttacks(this, weaponType); // Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack) final int timeAtk = Formulas.calculateTimeBetweenAttacks(this, weaponType); // Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)
final int timeToHit = timeAtk / 2; // the hit is calculated to happen halfway to the animation - might need further tuning e.g. in bow case final int timeToHit = timeAtk / 2; // the hit is calculated to happen halfway to the animation - might need further tuning e.g. in bow case
final int ssGrade = (weaponItem != null) ? weaponItem.getItemGrade().ordinal() : 0; final int ssGrade = (weaponItem != null) ? weaponItem.getItemGrade().ordinal() : 0;
@@ -4013,7 +4013,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
else else
{ {
// If we didn't miss the hit, discharge the shoulshots, if any // If we didn't miss the hit, discharge the shoulshots, if any
setChargedShot(ShotType.SOULSHOTS, false); setChargedShot(isChargedShot(ShotType.BLESSED_SOULSHOTS) ? ShotType.BLESSED_SOULSHOTS : ShotType.SOULSHOTS, false);
} }
// Check Raidboss attack // Check Raidboss attack

View File

@@ -1467,7 +1467,7 @@ public final class Skill implements IIdentifiable
} }
else if (useSoulShot()) else if (useSoulShot())
{ {
caster.setChargedShot(ShotType.SOULSHOTS, false); caster.setChargedShot(caster.isChargedShot(ShotType.BLESSED_SOULSHOTS) ? ShotType.BLESSED_SOULSHOTS : ShotType.SOULSHOTS, false);
} }
} }

View File

@@ -221,7 +221,7 @@ public class SkillChannelizer implements Runnable
} }
else else
{ {
_channelizer.setChargedShot(ShotType.SOULSHOTS, false); _channelizer.setChargedShot(_channelizer.isChargedShot(ShotType.BLESSED_SOULSHOTS) ? ShotType.BLESSED_SOULSHOTS : ShotType.SOULSHOTS, false);
} }
// Shots are re-charged every cast. // Shots are re-charged every cast.

View File

@@ -179,6 +179,7 @@ import handlers.communityboard.RegionBoard;
import handlers.itemhandlers.Appearance; import handlers.itemhandlers.Appearance;
import handlers.itemhandlers.BeastSoulShot; import handlers.itemhandlers.BeastSoulShot;
import handlers.itemhandlers.BeastSpiritShot; import handlers.itemhandlers.BeastSpiritShot;
import handlers.itemhandlers.BlessedSoulShots;
import handlers.itemhandlers.BlessedSpiritShot; import handlers.itemhandlers.BlessedSpiritShot;
import handlers.itemhandlers.Book; import handlers.itemhandlers.Book;
import handlers.itemhandlers.Bypass; import handlers.itemhandlers.Bypass;
@@ -493,6 +494,7 @@ public class MasterHandler
Appearance.class, Appearance.class,
BeastSoulShot.class, BeastSoulShot.class,
BeastSpiritShot.class, BeastSpiritShot.class,
BlessedSoulShots.class,
BlessedSpiritShot.class, BlessedSpiritShot.class,
Book.class, Book.class,
Bypass.class, Bypass.class,

View File

@@ -78,7 +78,7 @@ public final class Backstab extends AbstractEffect
((L2Attackable) effected).overhitEnabled(true); ((L2Attackable) effected).overhitEnabled(true);
} }
final boolean ss = skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS); final boolean ss = skill.useSoulShot() && (effector.isChargedShot(ShotType.SOULSHOTS) || effector.isChargedShot(ShotType.BLESSED_SOULSHOTS));
final byte shld = Formulas.calcShldUse(effector, effected); final byte shld = Formulas.calcShldUse(effector, effected);
double damage = Formulas.calcBlowDamage(effector, effected, skill, true, _power, shld, ss); double damage = Formulas.calcBlowDamage(effector, effected, skill, true, _power, shld, ss);

View File

@@ -139,7 +139,18 @@ public final class EnergyAttack extends AbstractEffect
// Skill specific mods. // Skill specific mods.
final double energyChargesBoost = 1 + (charge * 0.1); // 10% bonus damage for each charge used. final double energyChargesBoost = 1 + (charge * 0.1); // 10% bonus damage for each charge used.
final double critMod = critical ? Formulas.calcCritDamage(attacker, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(attacker, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && attacker.isChargedShot(ShotType.SOULSHOTS)) ? (2 * attacker.getStat().getValue(Stats.SHOTS_BONUS)) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (attacker.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * attacker.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (attacker.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * attacker.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................________Initial Damage_________...__Charges Additional Damage__...____________________________________ // ...................________Initial Damage_________...__Charges Additional Damage__...____________________________________
// ATTACK CALCULATION ((77 * ((pAtk * lvlMod) + power) * (1 + (0.1 * chargesConsumed)) / pdef) * skillPower) + skillPowerAdd // ATTACK CALCULATION ((77 * ((pAtk * lvlMod) + power) * (1 + (0.1 * chargesConsumed)) / pdef) * skillPower) + skillPowerAdd

View File

@@ -108,7 +108,7 @@ public final class FatalBlow extends AbstractEffect
power += _abnormalPower; power += _abnormalPower;
} }
final boolean ss = skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS); final boolean ss = skill.useSoulShot() && (effector.isChargedShot(ShotType.SOULSHOTS) || effector.isChargedShot(ShotType.BLESSED_SOULSHOTS));
final byte shld = Formulas.calcShldUse(effector, effected); final byte shld = Formulas.calcShldUse(effector, effected);
double damage = Formulas.calcBlowDamage(effector, effected, skill, false, power, shld, ss); double damage = Formulas.calcBlowDamage(effector, effected, skill, false, power, shld, ss);
final boolean crit = Formulas.calcCrit(_criticalChance, effector, effected, skill); final boolean crit = Formulas.calcCrit(_criticalChance, effector, effected, skill);

View File

@@ -151,7 +151,18 @@ public final class PhysicalAttack extends AbstractEffect
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double abnormalMod = _abnormals.stream().anyMatch(effected::hasAbnormalType) ? _abnormalPowerMod : 1; final double abnormalMod = _abnormals.stream().anyMatch(effected::hasAbnormalType) ? _abnormalPowerMod : 1;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef // ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef

View File

@@ -113,7 +113,18 @@ public final class PhysicalAttackHpLink extends AbstractEffect
final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113); final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef // ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef

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@@ -123,7 +123,18 @@ public final class PhysicalAttackSaveHp extends AbstractEffect
final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113); final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef // ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef

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@@ -144,7 +144,18 @@ public final class PhysicalAttackWeaponBonus extends AbstractEffect
final double weaponBonus = _weaponBonus.getOrDefault(effector.getAttackType(), 1.0); final double weaponBonus = _weaponBonus.getOrDefault(effector.getAttackType(), 1.0);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef // ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef

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@@ -137,7 +137,18 @@ public final class PhysicalSoulAttack extends AbstractEffect
final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113); final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0; final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1; final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? (2 * effector.getStat().getValue(Stats.SHOTS_BONUS)) : 1; // 2.04 for dual weapon? double ssmod = 1;
if (skill.useSoulShot())
{
if (effector.isChargedShot(ShotType.SOULSHOTS))
{
ssmod = 2 * effector.getStat().getValue(Stats.SHOTS_BONUS); // 2.04 for dual weapon?
}
else if (effector.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
ssmod = 4 * effector.getStat().getValue(Stats.SHOTS_BONUS);
}
}
final double soulsMod = 1 + (souls * 0.04); // Souls Formula (each soul increase +4%) final double soulsMod = 1 + (souls * 0.04); // Souls Formula (each soul increase +4%)
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________ // ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________

View File

@@ -82,7 +82,7 @@ public final class SoulBlow extends AbstractEffect
((L2Attackable) effected).overhitEnabled(true); ((L2Attackable) effected).overhitEnabled(true);
} }
final boolean ss = skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS); final boolean ss = skill.useSoulShot() && (effector.isChargedShot(ShotType.SOULSHOTS) || effector.isChargedShot(ShotType.BLESSED_SOULSHOTS));
final byte shld = Formulas.calcShldUse(effector, effected); final byte shld = Formulas.calcShldUse(effector, effected);
double damage = Formulas.calcBlowDamage(effector, effected, skill, false, _power, shld, ss); double damage = Formulas.calcBlowDamage(effector, effected, skill, false, _power, shld, ss);
if ((skill.getMaxSoulConsumeCount() > 0) && effector.isPlayer()) if ((skill.getMaxSoulConsumeCount() > 0) && effector.isPlayer())

View File

@@ -0,0 +1,131 @@
/*
* This file is part of the L2J Mobius project.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package handlers.itemhandlers;
import java.util.List;
import com.l2jmobius.commons.util.Rnd;
import com.l2jmobius.gameserver.enums.ItemSkillType;
import com.l2jmobius.gameserver.enums.ShotType;
import com.l2jmobius.gameserver.handler.IItemHandler;
import com.l2jmobius.gameserver.model.actor.L2Playable;
import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
import com.l2jmobius.gameserver.model.holders.ItemSkillHolder;
import com.l2jmobius.gameserver.model.items.L2Weapon;
import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
import com.l2jmobius.gameserver.model.items.type.ActionType;
import com.l2jmobius.gameserver.network.SystemMessageId;
import com.l2jmobius.gameserver.network.serverpackets.MagicSkillUse;
import com.l2jmobius.gameserver.util.Broadcast;
/**
* @author Mobius
*/
public class BlessedSoulShots implements IItemHandler
{
@Override
public boolean useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
{
if (!playable.isPlayer())
{
playable.sendPacket(SystemMessageId.YOUR_PET_CANNOT_CARRY_THIS_ITEM);
return false;
}
final L2PcInstance activeChar = playable.getActingPlayer();
final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
final L2Weapon weaponItem = activeChar.getActiveWeaponItem();
final List<ItemSkillHolder> skills = item.getItem().getSkills(ItemSkillType.NORMAL);
if (skills == null)
{
_log.warning(getClass().getSimpleName() + ": is missing skills!");
return false;
}
final int itemId = item.getId();
// Check if Soul shot can be used
if ((weaponInst == null) || (weaponItem.getSoulShotCount() == 0))
{
if (!activeChar.getAutoSoulShot().contains(itemId))
{
activeChar.sendPacket(SystemMessageId.CANNOT_USE_SOULSHOTS);
}
return false;
}
final boolean gradeCheck = item.isEtcItem() && (item.getEtcItem().getDefaultAction() == ActionType.SOULSHOT) && (weaponInst.getItem().getCrystalTypePlus() == item.getItem().getCrystalTypePlus());
if (!gradeCheck)
{
if (!activeChar.getAutoSoulShot().contains(itemId))
{
activeChar.sendPacket(SystemMessageId.THE_SOULSHOT_YOU_ARE_ATTEMPTING_TO_USE_DOES_NOT_MATCH_THE_GRADE_OF_YOUR_EQUIPPED_WEAPON);
}
return false;
}
activeChar.soulShotLock.lock();
try
{
// Check if Soul shot is already active
if (activeChar.isChargedShot(ShotType.BLESSED_SOULSHOTS))
{
return false;
}
// Consume Soul shots if player has enough of them
int SSCount = weaponItem.getSoulShotCount();
if ((weaponItem.getReducedSoulShot() > 0) && (Rnd.get(100) < weaponItem.getReducedSoulShotChance()))
{
SSCount = weaponItem.getReducedSoulShot();
}
if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, null, false))
{
if (!activeChar.disableAutoShot(itemId))
{
activeChar.sendPacket(SystemMessageId.YOU_DO_NOT_HAVE_ENOUGH_SOULSHOTS_FOR_THAT);
}
return false;
}
// Charge soul shot
weaponInst.setChargedShot(ShotType.BLESSED_SOULSHOTS, true);
}
finally
{
activeChar.soulShotLock.unlock();
}
// Send message to client
if (!activeChar.getAutoSoulShot().contains(item.getId()))
{
activeChar.sendPacket(SystemMessageId.YOUR_SOULSHOTS_ARE_ENABLED);
}
// Visual effect change if player has equipped Ruby lvl 3 or higher
if (activeChar.getActiveRubyJewel() != null)
{
Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, activeChar.getActiveRubyJewel().getEffectId(), 1, 0, 0), 600);
}
else
{
skills.forEach(holder -> Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, holder.getSkillId(), holder.getSkillLevel(), 0, 0), 600));
}
return true;
}
}

View File

@@ -23,6 +23,7 @@ public enum ShotType
{ {
SOULSHOTS, SOULSHOTS,
SPIRITSHOTS, SPIRITSHOTS,
BLESSED_SOULSHOTS,
BLESSED_SPIRITSHOTS, BLESSED_SPIRITSHOTS,
FISH_SOULSHOTS; FISH_SOULSHOTS;

View File

@@ -1134,7 +1134,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
setCurrentCp(getCurrentCp() - 10); setCurrentCp(getCurrentCp() - 10);
} }
final boolean wasSSCharged = isChargedShot(ShotType.SOULSHOTS); // Verify if soulshots are charged. final boolean wasSSCharged = isChargedShot(ShotType.SOULSHOTS) || isChargedShot(ShotType.BLESSED_SOULSHOTS); // Verify if soulshots are charged.
final int timeAtk = Formulas.calculateTimeBetweenAttacks(this, weaponType); // Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack) final int timeAtk = Formulas.calculateTimeBetweenAttacks(this, weaponType); // Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)
final int timeToHit = timeAtk / 2; // the hit is calculated to happen halfway to the animation - might need further tuning e.g. in bow case final int timeToHit = timeAtk / 2; // the hit is calculated to happen halfway to the animation - might need further tuning e.g. in bow case
final int ssGrade = (weaponItem != null) ? weaponItem.getItemGrade().ordinal() : 0; final int ssGrade = (weaponItem != null) ? weaponItem.getItemGrade().ordinal() : 0;
@@ -4013,7 +4013,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
else else
{ {
// If we didn't miss the hit, discharge the shoulshots, if any // If we didn't miss the hit, discharge the shoulshots, if any
setChargedShot(ShotType.SOULSHOTS, false); setChargedShot(isChargedShot(ShotType.BLESSED_SOULSHOTS) ? ShotType.BLESSED_SOULSHOTS : ShotType.SOULSHOTS, false);
} }
// Check Raidboss attack // Check Raidboss attack

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@@ -1467,7 +1467,7 @@ public final class Skill implements IIdentifiable
} }
else if (useSoulShot()) else if (useSoulShot())
{ {
caster.setChargedShot(ShotType.SOULSHOTS, false); caster.setChargedShot(caster.isChargedShot(ShotType.BLESSED_SOULSHOTS) ? ShotType.BLESSED_SOULSHOTS : ShotType.SOULSHOTS, false);
} }
} }

View File

@@ -221,7 +221,7 @@ public class SkillChannelizer implements Runnable
} }
else else
{ {
_channelizer.setChargedShot(ShotType.SOULSHOTS, false); _channelizer.setChargedShot(_channelizer.isChargedShot(ShotType.BLESSED_SOULSHOTS) ? ShotType.BLESSED_SOULSHOTS : ShotType.SOULSHOTS, false);
} }
// Shots are re-charged every cast. // Shots are re-charged every cast.